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| author | 3gg <3gg@shellblade.net> | 2024-12-24 12:07:05 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2024-12-24 12:07:05 -0800 |
| commit | 92e7a93d8c1475bdc802d10a1722bcf8a295449d (patch) | |
| tree | fc4ada902fec59e461aceff1cafddf87eaeb938c /Demos/Pong | |
| parent | 0e62e481f56e7085856a4650268c04ac9d05fb9c (diff) | |
New physics module.
Diffstat (limited to 'Demos/Pong')
| -rw-r--r-- | Demos/Pong/Pong.hs | 101 |
1 files changed, 61 insertions, 40 deletions
diff --git a/Demos/Pong/Pong.hs b/Demos/Pong/Pong.hs index b9661ee..b12f792 100644 --- a/Demos/Pong/Pong.hs +++ b/Demos/Pong/Pong.hs | |||
| @@ -16,10 +16,11 @@ import Spear.Math.Algebra | |||
| 16 | import Spear.Math.Spatial | 16 | import Spear.Math.Spatial |
| 17 | import Spear.Math.Spatial2 | 17 | import Spear.Math.Spatial2 |
| 18 | import Spear.Math.Vector | 18 | import Spear.Math.Vector |
| 19 | import Spear.Physics.Collision | ||
| 19 | import Spear.Prelude | 20 | import Spear.Prelude |
| 20 | import Spear.Step | 21 | import Spear.Step |
| 21 | 22 | ||
| 22 | import Data.Monoid (mconcat) | 23 | import Data.Monoid (mconcat) |
| 23 | 24 | ||
| 24 | 25 | ||
| 25 | -- Configuration | 26 | -- Configuration |
| @@ -41,14 +42,22 @@ initialBallPos = vec2 0.5 0.5 | |||
| 41 | data GameEvent | 42 | data GameEvent |
| 42 | = MoveLeft | 43 | = MoveLeft |
| 43 | | MoveRight | 44 | | MoveRight |
| 44 | deriving (Eq, Ord, Show) | 45 | | Collision GameObjectId GameObjectId |
| 46 | deriving (Eq, Show) | ||
| 45 | 47 | ||
| 46 | -- Game objects | 48 | -- Game objects |
| 47 | 49 | ||
| 50 | data GameObjectId | ||
| 51 | = Ball | ||
| 52 | | Enemy | ||
| 53 | | Player | ||
| 54 | deriving (Eq, Show) | ||
| 55 | |||
| 48 | data GameObject = GameObject | 56 | data GameObject = GameObject |
| 49 | { aabb :: AABB2, | 57 | { gameObjectId :: !GameObjectId |
| 50 | basis :: Transform2, | 58 | , aabb :: {-# UNPACK #-} !AABB2 |
| 51 | gostep :: Step [GameObject] [GameEvent] GameObject GameObject | 59 | , basis :: {-# UNPACK #-} !Transform2 |
| 60 | , gostep :: Step [GameObject] [GameEvent] GameObject GameObject | ||
| 52 | } | 61 | } |
| 53 | 62 | ||
| 54 | 63 | ||
| @@ -78,46 +87,68 @@ instance Spatial GameObject Vector2 Angle Transform2 where | |||
| 78 | transform = basis | 87 | transform = basis |
| 79 | 88 | ||
| 80 | 89 | ||
| 90 | instance Bounded2 GameObject where | ||
| 91 | boundingVolume obj = aabb2Volume $ translate (position obj) (aabb obj) | ||
| 92 | |||
| 93 | |||
| 81 | ballBox, padBox :: AABB2 | 94 | ballBox, padBox :: AABB2 |
| 82 | ballBox = AABB2 (vec2 (-s) (-s)) (vec2 s s) where s = ballSize | 95 | ballBox = AABB2 (vec2 (-s) (-s)) (vec2 s s) where s = ballSize |
| 83 | padBox = AABB2 (-padSize) padSize | 96 | padBox = AABB2 (-padSize) padSize |
| 84 | 97 | ||
| 85 | newWorld = | 98 | newWorld = |
| 86 | [ GameObject ballBox (makeAt initialBallPos) $ stepBall initialBallVelocity, | 99 | [ GameObject Ball ballBox (makeAt initialBallPos) $ stepBall initialBallVelocity, |
| 87 | GameObject padBox (makeAt initialEnemyPos) stepEnemy, | 100 | GameObject Enemy padBox (makeAt initialEnemyPos) stepEnemy, |
| 88 | GameObject padBox (makeAt initialPlayerPos) stepPlayer | 101 | GameObject Player padBox (makeAt initialPlayerPos) stepPlayer |
| 89 | ] | 102 | ] |
| 90 | where makeAt = newTransform2 unitx2 unity2 | 103 | where makeAt = newTransform2 unitx2 unity2 |
| 91 | 104 | ||
| 92 | 105 | ||
| 106 | -- Step the game world: | ||
| 107 | -- 1. Simulate physics. | ||
| 108 | -- 2. Collide objects and clip -> produce collision events. | ||
| 109 | -- 3. Update game objects <- input collision events. | ||
| 93 | stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject] | 110 | stepWorld :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> [GameObject] |
| 94 | stepWorld elapsed dt evts gos = map (update elapsed dt evts gos) gos | 111 | stepWorld elapsed dt events gos@[ball, enemy, player] = |
| 112 | let | ||
| 113 | collisions = collide [ball] [enemy, player] | ||
| 114 | collisionEvents = (\(x,y) -> Collision (gameObjectId x) (gameObjectId y)) <$> collisions | ||
| 115 | events' = events ++ collisionEvents | ||
| 116 | gos' = map (update elapsed dt events' gos) gos | ||
| 117 | in | ||
| 118 | gos' | ||
| 95 | 119 | ||
| 96 | update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject | 120 | update :: Elapsed -> Dt -> [GameEvent] -> [GameObject] -> GameObject -> GameObject |
| 97 | update elapsed dt evts gos go = | 121 | update elapsed dt events gos go = |
| 98 | let (go', s') = runStep (gostep go) elapsed dt gos evts go | 122 | let (go', s') = runStep (gostep go) elapsed dt gos events go |
| 99 | in go' {gostep = s'} | 123 | in go' { gostep = s' } |
| 124 | |||
| 100 | 125 | ||
| 101 | -- Ball steppers | 126 | -- Ball steppers |
| 102 | 127 | ||
| 103 | stepBall vel = collideBall vel .> moveBall | 128 | stepBall vel = bounceBall vel .> moveBall |
| 104 | 129 | ||
| 105 | collideBall :: Vector2 -> Step [GameObject] e GameObject (Vector2, GameObject) | 130 | bounceBall :: Vector2 -> Step [GameObject] [GameEvent] GameObject (Vector2, GameObject) |
| 106 | collideBall vel = step $ \_ dt gos _ ball -> | 131 | bounceBall vel = step $ \_ dt gos events ball -> |
| 107 | let (AABB2 pmin pmax) = translate (position ball) (aabb ball) | 132 | let (AABB2 pmin pmax) = translate (position ball) (aabb ball) |
| 108 | sideCollision = x pmin < 0 || x pmax > 1 | 133 | sideCollision = x pmin < 0 || x pmax > 1 |
| 109 | backCollision = y pmin < 0 || y pmax > 1 | 134 | backCollision = y pmin < 0 || y pmax > 1 |
| 110 | flipX v@(Vector2 x y) = if sideCollision then vec2 (-x) y else v | 135 | flipX v@(Vector2 x y) = if sideCollision then vec2 (-x) y else v |
| 111 | flipY v@(Vector2 x y) = if backCollision then vec2 x (-y) else v | 136 | flipY v@(Vector2 x y) = if backCollision then vec2 x (-y) else v |
| 112 | vel' = normalise . (\v -> foldl (paddleBounce ball) v (tail gos)) . flipX . flipY $ vel | 137 | collideWithPaddles vel = foldl (paddleBounce ball events) vel (tail gos) |
| 138 | vel' = normalise | ||
| 139 | . collideWithPaddles | ||
| 140 | . flipX | ||
| 141 | . flipY | ||
| 142 | $ vel | ||
| 113 | collision = vel' /= vel | 143 | collision = vel' /= vel |
| 114 | -- Apply offset when collision occurs to avoid sticky collisions. | 144 | -- Apply offset when collision occurs to avoid sticky collisions. |
| 115 | delta = (1::Float) + if collision then (3::Float)*dt else (0::Float) | 145 | delta = (1::Float) + if collision then (3::Float)*dt else (0::Float) |
| 116 | in ((ballSpeed * delta * vel', ball), collideBall vel') | 146 | in ((ballSpeed * delta * vel', ball), bounceBall vel') |
| 117 | 147 | ||
| 118 | paddleBounce :: GameObject -> Vector2 -> GameObject -> Vector2 | 148 | paddleBounce :: GameObject -> [GameEvent] -> Vector2 -> GameObject -> Vector2 |
| 119 | paddleBounce ball v paddle = | 149 | paddleBounce ball events vel paddle = |
| 120 | if collide ball paddle | 150 | let collision = Collision Ball (gameObjectId paddle) `elem` events |
| 151 | in if collision | ||
| 121 | then | 152 | then |
| 122 | let (AABB2 pmin pmax) = translate (position paddle) (aabb paddle) | 153 | let (AABB2 pmin pmax) = translate (position paddle) (aabb paddle) |
| 123 | center = (x pmin + x pmax) / (2::Float) | 154 | center = (x pmin + x pmax) / (2::Float) |
| @@ -126,25 +157,14 @@ paddleBounce ball v paddle = | |||
| 126 | offset = (x (position ball) - center) / ((x pmax - x pmin) / (2::Float)) | 157 | offset = (x (position ball) - center) / ((x pmax - x pmin) / (2::Float)) |
| 127 | angle = offset * maxBounceAngle | 158 | angle = offset * maxBounceAngle |
| 128 | -- When it bounces off of a paddle, y vel is flipped. | 159 | -- When it bounces off of a paddle, y vel is flipped. |
| 129 | ysign = -(signum (y v)) | 160 | ysign = -(signum (y vel)) |
| 130 | in vec2 (sin angle) (ysign * cos angle) | 161 | in vec2 (sin angle) (ysign * cos angle) |
| 131 | else v | 162 | else vel |
| 132 | |||
| 133 | collide :: GameObject -> GameObject -> Bool | ||
| 134 | collide go1 go2 = | ||
| 135 | let (AABB2 (Vector2 xmin1 ymin1) (Vector2 xmax1 ymax1)) = | ||
| 136 | translate (position go1) (aabb go1) | ||
| 137 | (AABB2 (Vector2 xmin2 ymin2) (Vector2 xmax2 ymax2)) = | ||
| 138 | translate (position go2) (aabb go2) | ||
| 139 | in not $ | ||
| 140 | xmax1 < xmin2 || | ||
| 141 | xmin1 > xmax2 || | ||
| 142 | ymax1 < ymin2 || | ||
| 143 | ymin1 > ymax2 | ||
| 144 | 163 | ||
| 145 | moveBall :: Step s e (Vector2, GameObject) GameObject | 164 | moveBall :: Step s e (Vector2, GameObject) GameObject |
| 146 | moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall) | 165 | moveBall = step $ \_ dt _ _ (vel, ball) -> (translate (vel * dt) ball, moveBall) |
| 147 | 166 | ||
| 167 | |||
| 148 | -- Enemy stepper | 168 | -- Enemy stepper |
| 149 | 169 | ||
| 150 | stepEnemy = movePad 0 .> clamp | 170 | stepEnemy = movePad 0 .> clamp |
| @@ -161,17 +181,18 @@ movePad previousMomentumVector = step $ \_ dt gos _ pad -> | |||
| 161 | sign :: Float -> Float | 181 | sign :: Float -> Float |
| 162 | sign x = if x >= 0 then 1 else -1 | 182 | sign x = if x >= 0 then 1 else -1 |
| 163 | 183 | ||
| 184 | |||
| 164 | -- Player stepper | 185 | -- Player stepper |
| 165 | 186 | ||
| 166 | stepPlayer = sfold moveGO .> clamp | 187 | stepPlayer = sfold movePlayer .> clamp |
| 167 | 188 | ||
| 168 | moveGO = mconcat | 189 | movePlayer = mconcat |
| 169 | [ swhen MoveLeft $ moveGO' (vec2 (-playerSpeed) 0) | 190 | [ swhen MoveLeft $ movePlayer' (vec2 (-playerSpeed) 0) |
| 170 | , swhen MoveRight $ moveGO' (vec2 playerSpeed 0) | 191 | , swhen MoveRight $ movePlayer' (vec2 playerSpeed 0) |
| 171 | ] | 192 | ] |
| 172 | 193 | ||
| 173 | moveGO' :: Vector2 -> Step s e GameObject GameObject | 194 | movePlayer' :: Vector2 -> Step s e GameObject GameObject |
| 174 | moveGO' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, moveGO' dir) | 195 | movePlayer' dir = step $ \_ dt _ _ go -> (translate (dir * dt) go, movePlayer' dir) |
| 175 | 196 | ||
| 176 | clamp :: Step s e GameObject GameObject | 197 | clamp :: Step s e GameObject GameObject |
| 177 | clamp = spure $ \go -> | 198 | clamp = spure $ \go -> |
